
- Team
- Villagers
- From
- Daybreak
- Wakes
- #28 of 49 (the night order)
- In a deck
- One card
What it does
The Paranormal Investigator may look at one player’s card, and then at a second. If a card he sees is not a village card, he stops looking and becomes that role: a Werewolf, a Tanner, a Vampire, an Alien.
Rules and edge cases
- Any card whose team is not the village’s turns him, the Minion and the Squire included. A Doppelgänger or a Copycat card does not.
- The change belongs to his card and travels with it if the card is moved later.
- A P.I. who became a Werewolf did not wake with the pack: the wolves do not know him, and he knows only the one he looked at.
- He may stop after one card, or not look at all.
How to play it
- Every look is a gamble. One look that finds a villager is solid information; a second look doubles the risk of changing sides.
- If you turned, you know one of your new team mates and they do not know you. Help them without being asked.
When it is in the deck
- A P.I. who says he saw two villagers is telling the truth or covering for the wolf he found. Ask the two players he names what they were dealt.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Paranormal Investigator. She plays its action at once, inside her own turn.
Around it
Wakes just before it: Apprentice Seer. Wakes just after it: Marksman.
More from Daybreak: Sentinel, Alpha Wolf, Mystic Wolf, Apprentice Seer, Witch, Village Idiot, Revealer, Curator, Dream Wolf, Bodyguard.
See every role, or read how to play.